With Game Update 1.2’s release, players are now able to modify their UI to suit their needs. While most of the crucial elements are changeable, some want more. In this week’s Open Forum, we highlight the UI. Did the UI meet your needs? What areas do you think BioWare could improve on? Where would you like to see it go long term? In the comments section, let us know what you think. Keep the opinions constructive and do not flame your peers. We will moderate accordingly.
Next week’s podcast will feature a few of the comments as well as a discussion around the area that received the most remarks.
Over the last couple of weeks, we asked users to post their UI in our forum from their play on the Public Test Server. Now that Game Update 1.2: Legacy is out, players are more than likely messing around with their UI schemes trying to find a setup worth using. In order to make the process a little easier, we have pulled together a few UI layouts from our staff members. We invite you all to join us in showcasing your UI in our forum thread. If we decide to use one and include it here, we will credit you. The plan is to update this post over time, as we get further into release.
For now, you will find a few of the best UIs from us after the jump.
Today's Friday Update features the Sith Warrior as he develops and amasses power in The Old Republic. While there are many paths to choose from, this example gives you a small glimpse of the armor and abilities a Sith Warrior can claim as he pursues his own destiny. An embed of the video is now available below.
Additionally, Bioware has released a developer blog with Lead UI Artist Michael Voigt detailing the work that goes into creating the user interface in Star Wars: The Old Republic. Michael Voigt also provided a screenshot of how the new UI looks in game. Official DevTracker posts follow the jump. Working Dissection is in the media gallery below. As with all of our dissections we will ignore past items mentioned in earlier dissections. Feel free to point things out that you see in the comments section this post. Make sure to check back throughout the day and weekend for more.
Here is Darth Hater's dissection of the latest Developer Dispatch from Star Wars: The Old Republic, which focuses largely on the recently revealed Taris. As in our prior dissections, we will add new content in as we find it, so keep checking back. Feel free to let us know if you notice something we missed, and we will be happy to add it to our dissection with credit. Note: if something is mentioned in a prior dissection, then we do not reiterate it again here. Low bandwidth users should note there are numerous images contained in this article.
There was a bit of interesting information that came from a Goha.ru interview with Daniel Erickson of Bioware that seemingly hints at custom UI mods in SWTOR:
M: So this is, incidentally, means that you will support the fashion for the interface that will make the players?
D. E.: Well, yes, this, in general, has become a standard, support for mods, so that everyone can make yourself comfortable client.
It also hints at skill trees:
M: Then, what role will play a skill tree? It is one of the smuggler will be different from each other according to his abilities that he learned?
D.E: Tree of skills will be essential. Already during character generation, you can not only choose his special appearance, but also the unique skills that may not be with the other characters in the same class. And developing, you can concentrate on fighting style, which you like. So one smuggler will not be like another. And if we add more characters and companion, then this opens up an entirely new level of specialization.
There is a little portion near the end as well that mentions Bioware's philosophy on the game's death system:
D. E.: We can not talk about the system of death. But I can say now is that the penalties for death in the IMO are becoming less and less, and with good reason. We want you to be a lot of fighting. To give you a fun game. And so the game has always been a fast, action games and a lot of fun. So we will not severely limit the player ... Well, no, there is always the hardcore players who will say No This is so cool, when you can lose their arms or when I need to run eight o'clock before his corpse ...
It must be said that this is a Google translation and should be taken with a grain of salt until we can completely verify it via someone who speaks Russian.
There has been a bit of discussion on what the UI's code backbone is since the latest video documentary and with good reason. If we are led to believe that the UI that is currently in the game now will be close to the final product or continue to be anywhere close to where it is now there is a good chance it will be a LUA/XML based UI. For those that don't know what I am talking about - World of Warcraft is a LUA/XML based UI. Having a LUA/XML language UI allows for LUA/XML scripting for UI addons which means that UI addons will be easy to make and be similar to how UI addons are made in World of Warcraft.
The UI in it's current form has many of the same features and looks very close to the way World of Warcraft's does. If the UI is in fact LUA it will be as robust as World of Warcraft's is in its current form and will be a major draw for many people, including myself. Addons like Quest Helper, Carbonite, Titan Panel, Quartz, Customizable Action Bars, and many others could end up in SW:TOR if LUA/XML scripting is a part of the game. It is still not known whether or not what they are showing in the video is an LUA based UI but it is my belief that the current UI is too close in its current form not to be. Either way, if LUA is in the game it is a great addition to already solid looking game.